[sharing] Wave Terrain Synthesis Abstractions

    MaxMSPadvancedsocial

    tmhglnd's icon
    tmhglnd's icon
    tmhglnd
    Apr 01 2020 | 12:07 pm
    Hi all!
    I'm sharing these 3 wave terrain synthesis abstractions i've been working on.
    • th.wave.polar~
    A polar coordinate system based wavetable reader, using poly~ for upsampling (for anti-aliasing), using gen~ for converting polar to cartesian, using jitter for reading from a wavetable matrix.
    • th.wave.carte~
    A cartesian coordinate system based wavetable reader, using poly~ for upsampling (for anti-aliasing), using jitter for reading from a wavetable matrix.
    • th.wave.terrain
    Convert the jit.gl.bfg output to a 1 plane float32 matrix that can be used as wavetable lookup with the th.wave.polar~ and th.wave.carte~ objects. Export the wavetable as a binary jitter file with the write message.
    Here is a demo of one of the example patches that is included in the package.

    Wave Terrain Synthesis

    And a screenshot of what the helpfiles look like
    Screenshot of helpfiles
    Screenshot of helpfiles
    You can download them here: https://gum.co/ZQQsz
    Hope you find it useful!

    • Francesco Cimino's icon
      Francesco Cimino's icon
      Francesco Cimino
      May 30 2020 | 10:15 pm
      Hey man! This looks like an amazing patch, thanks for sharing it! Coincidentally I was also looking into wave terrain synthesis recently. I was wondering, what sparked your interest in using it? I have the feeling it's an often overlooked synthesis method .
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    • tmhglnd's icon
      tmhglnd's icon
      tmhglnd
      May 31 2020 | 10:48 am
      Mostly because I'm always searching for ways of connection between sound and visual representation. Since the new jit.gl.bfg object is so powerful this was a good starting point to try out some synthesis by using that as a wave terrain. Then when looking for ways to create a seamless loop from the terrain I came accross the idea to use the terrain with polar coordinates so walking around the terrain by changing the angle gets you back to the same point.